The SDCC Unofficial Blog has revealed some Blizzard exclusives! Each year Blizzard unveils a few collectibles exclusive to SDCC ticket-holders, and usually recolors are available from later merchandise unveiled around BlizzCon. Last year for example, the Nexus Whelpling was available at SDCC and kicked off a line of Whelpling plushies several months later. Blizzard has not yet made an official merchandise post, so even more could be on the way.

Outlaw Rogue Feedback

Sigma

While we like having the variance in outcome from 뼈주사위 (which is the entire concept of the ability), we agreed that the extreme outlier of the 0-damage 해적기 buff often felt bad. We redesigned 해적기 into a more typical DPS outcome, and added a survivability buff to 대난투, which is now one of the lower-DPS outcomes. That survivability buff may need to be tuned, but is intended to have a similar benefit to the old 해적기. Because this is overall a significant buff to Roll the Bones, we may have to adjust tuning elsewhere; in particular, 난도질 will likely have to be buffed again to match it.

Subtlety Rogue Feedback

Ornyx

We do recognize that there is contention around the change we made to Shadow Dance with it no longer using the stealth bar and that it's no longer a macro conditional.

Simply put, we don’t want macros or UI mods to conditionally merge abilities for you (ie, we don’t want you to be able to merge Fireball and Pyroblast in a macro, etc). This is similar to how we no longer allow you to merge 기습 and 그림자 일격. There’s a couple of goals here, but the main one is that these abilities should all feel like they have very firm distinctions from each other, and it’s okay for you to have to press an extra button in order to achieve that.

Subtlety has been a bit of a stand-out in this for some time now, as some have mentioned here, but we want to bring the spec in-line with Legion, so we’ve opted to not allow 그림자 일격 to be merged with other abilities through the use of macros. The same goes for 어둠의 춤, etc.

I would say that generally the use case of abilities while in/out of combat are very different, and with Rogues we do want to keep the use of the Stealth bar while out of combat to concrete that difference.We could have gone that direction, but we chose not to. There are a couple of reasons here, but just to note: Druids have a ton of abilities, and there was little distinction between the abilities you mentioned in general. Feral Druids in particular also do not have any major emphasis on in-combat stealth, so you don't typically use both spells in those pairs intermixed.

Comparing that to Subtlety Rogues: 기습 and 그림자 일격 are both used rotationally, and we opted to not let them be merged. We decided instead to differentiate them as much as possible (replacing Ambush with 그림자 일격), such as by adding the teleport on to 그림자 일격.

Legion Raid Testing

Watcher

This coming Friday, we will be opening the second wing of the Emerald Nightmare raid for testing in Raid Finder mode. This wing contains Ursoc, Dragons of Nightmare, and Cenarius. Players level 100+ may queue, and players' level and item level will be scaled accordingly.

Once the raid is available for testing, please use this thread for any feedback on mechanics, clarity, tuning, bugs, etc.

Watcher

Game DesignerOn Friday, July 1 through Tuesday, July 5, we will continue our Legion raid testing.

On Friday, we will open up the "Tormented Guardians" Raid Finder wing of the Emerald Nightmare raid. That section includes the bosses Ursoc, Dragons of Nightmare, and Cenarius. It will remain open throughout the weekend.

Titanforged Updates

Watcher

Just want to drop some feedback from our normal mode Emerald Nightmare regarding titanforged loot. Of course, there's no way for me to really know whether this came down to pure absolutely dumb luck or maybe something is wrong, but in a 25ish man raid after killing all 3 bosses, we came out with 1 single piece of +5 warforged gear and 2 pieces of 890 titanforged gear.

Seems strange that we saw only 1 piece of loot that gained +5 item levels but 2 pieces on back to back bosses that went +40 when the chance of that is supposedly incredibly small. Of course like I said, we could just be so incredibly lucky that we might have to consider buying lottery tickets.

There are definitely bugs currently, and the upgrade rates are not reflective of what you'll see in the final system. Specifically, low-end upgrades like +5 and +10 are comparatively uncommon, while "jackpot" situations like the 890 from Normal that you saw are far, far too common. I'll update this thread when those bugs are fixed, but the philosophies and examples laid out earlier in the discussion are still applicable.

댓글

sakera의 댓글

Never really been a fan of the Funko Pop figures, but I do really like those 'Warglaives of Azzinoth' pins.

Felross의 댓글

on 2016-06-29T23:20:59-05:00

Exclusive pins? Why Blizzard? Why!

Aeriesara의 댓글

on 2016-06-29T23:54:43-05:00

i need that diablo! D:

Interest의 댓글

on 2016-06-30T00:14:18-05:00

Hm, that's not the Titanforged feedback addressing I imagined... Nice to see they care about random chance weighing though.

hotaru251의 댓글

on 2016-06-30T03:05:33-05:00

Exclusive pins? Why Blizzard? Why!

this is why I am tempted to get a 3d printer :|....

iceman994의 댓글

on 2016-06-30T04:20:32-05:00

Please nerf rogues. Like Sub.Still so hard to survive a rogue open.

Trang0ul의 댓글

on 2016-06-30T07:20:58-05:00

There are definitely bugs currently, and the upgrade rates are not reflective of what you'll see in the final system. Specifically, low-end upgrades like +5 and +10 are comparatively uncommon, while "jackpot" situations like the 890 from Normal that you saw are far, far too common. I'll update this thread when those bugs are fixed, but the philosophies and examples laid out earlier in the discussion are still applicable.

Bugs in such simple calculation? How is it possible? It took me 3 lines of code to write a function which calculates number of Bernoulli tries until failure (basically just a while loop; without any libraries except standard builtin random() (U(0,1))).It seems Blizz wants to be too creative when it comes to creating RNGs.

MrNord의 댓글

on 2016-06-30T08:20:37-05:00

What about paladin feedback? There are over 85 pages of feedback on retribution paladin, and there is still no response at all.

pmkaboo의 댓글

on 2016-06-30T09:06:26-05:00

There are definitely bugs currently, and the upgrade rates are not reflective of what you'll see in the final system. Specifically, low-end upgrades like +5 and +10 are comparatively uncommon, while "jackpot" situations like the 890 from Normal that you saw are far, far too common. I'll update this thread when those bugs are fixed, but the philosophies and examples laid out earlier in the discussion are still applicable.

Bugs in such simple calculation? How is it possible? It took me 3 lines of code to write a function which calculates number of Bernoulli tries until failure (basically just a while loop; without any libraries except standard builtin random() (U(0,1))).It seems Blizz wants to be too creative when it comes to creating RNGs.

ion already said in the last post that its not going to be a coin flip for the tries, the chance for each try to succeed is going to go down with number of tries. for example if it was 50% for first +5, it would be 40% for second +5, so for +10 you wouldnt have 1/4 chance, but slightly less. also the chance for first try doesnt have to be 50%, it doesnt even have to be specific number, it could be based on base ilvl of the item, it could be based on source of the item, or both, or something else entirely, these rules could also apply to other tries, for example it might be easier to go above +15 in raids than it is in dungeons but the chance for +15 is the same in both.simply put, there may be many variables we dont know about.

tookietook의 댓글

on 2016-06-30T10:08:28-05:00

i know it was a loss of dps and all but i was kinda ok with the stupidly powerful healing buff it was what 3 or 5% of my hp every sec! yes it gave no dps but it also wasnt hard to get another 6 combo points to toss another roll the bones to over ride it or get another buff with it. i suppose im not one of the top raiding rogues out thier but im also not a casule at it either i think they should of kept it as is or made it pop up less than the rest or always with another as didnt they take multi strike out cause it was to rng in the first place but hey all in all i love the talent keep it up just give me a very piratey theamed tier or xmog i can get an im happy! dont for get the big hat with a feather plum to make a peacock insucure!

tookietook의 댓글

on 2016-06-30T10:14:09-05:00

Please nerf rogues. Like Sub.Still so hard to survive a rogue open.

stop asking this i know its seems to suck for you but it sucks for those of us who like to play are rogues in PVE, i know its rare, they have kept nerfing crap that hit us in pve and making it harder to function so how bout this. learn the rogue opener so you know what to counter a rogue cant do that opener every 6 secs if he blows all of his CDs to kill you well that almost true of any class but he is out of CDs for the next 3-5 mins to do that to ONE person, if you want hit up a local pvp rogue on your side and see if they will walk you through those openers and show you when and where to blow a CD to stop it, most of a rogues power comes from making you just want to give up and let us have are dirty way with you or you get so upset at the supposed OP opener you stop thinking clearly. stay calm and wait for the right time to trinket and youll blow up thier whole rotation and grab them by thier neck i promise.

Grishann의 댓글

on 2016-06-30T10:30:39-05:00

Maybe it's time to fix energy management and 암흑 회오리 instead of this minor problem with stealth bar?

Jhakuzi의 댓글

on 2016-06-30T11:12:12-05:00

What about paladin feedback? There are over 85 pages of feedback on retribution paladin, and there is still no response at all.

Changes aren't made easily. They read and listen, we know that. Give them a little time, it's not only 1 Class/Spec being under/overtuned. It's 2 months til launch, it will be figured out eventually, I'm 100% sure.

Uuneya의 댓글

on 2016-06-30T11:20:30-05:00

I think if players want to make a conditional macro they should be allowed to. Druids are actually a good example, because they have enough abilities in each form that I use a second bar to hold some of them. It would make things a lot easier if some of those slots on the second bar could contain conditional macros where the spell cast depends on what form I'm in.

stym의 댓글

on 2016-06-30T11:43:00-05:00

I think if players want to make a conditional macro they should be allowed to. Druids are actually a good example, because they have enough abilities in each form that I use a second bar to hold some of them. It would make things a lot easier if some of those slots on the second bar could contain conditional macros where the spell cast depends on what form I'm in.

Once again, I think the devs are implementing solutions for problems that do not exist. Someone in the team imagined that it was a problem to have conditionally merged abilities and devised a solution to prevent it. Just like at some point they removed the water walking ability from the Anglers mounts "because their mechanical advantage would lead to players not using their favorite mounts."

There is such a thing as overthinking, and this particular decision is a perfect example of it.

Herukakaya의 댓글

on 2016-06-30T11:44:55-05:00

Never been able to understand why Funko Pops are even a thing.

lankybrit의 댓글

on 2016-06-30T12:03:32-05:00

There are definitely bugs currently, and the upgrade rates are not reflective of what you'll see in the final system. Specifically, low-end upgrades like +5 and +10 are comparatively uncommon, while "jackpot" situations like the 890 from Normal that you saw are far, far too common. I'll update this thread when those bugs are fixed, but the philosophies and examples laid out earlier in the discussion are still applicable.

Bugs in such simple calculation? How is it possible? It took me 3 lines of code to write a function which calculates number of Bernoulli tries until failure (basically just a while loop; without any libraries except standard builtin random() (U(0,1))).It seems Blizz wants to be too creative when it comes to creating RNGs.

ion already said in the last post that its not going to be a coin flip for the tries, the chance for each try to succeed is going to go down with number of tries. for example if it was 50% for first +5, it would be 40% for second +5, so for +10 you wouldnt have 1/4 chance, but slightly less. also the chance for first try doesnt have to be 50%, it doesnt even have to be specific number, it could be based on base ilvl of the item, it could be based on source of the item, or both, or something else entirely, these rules could also apply to other tries, for example it might be easier to go above +15 in raids than it is in dungeons but the chance for +15 is the same in both.simply put, there may be many variables we dont know about.

They stated that the algorithm is X% chance of an upgrade of 5 levels and if it succeeds, then it's X% for the next upgrade chance too.

That's incredibly simple to program. I agree with Trang.

Kuipo의 댓글

on 2016-06-30T15:46:53-05:00

I've never liked them much either but clearly they are very popular. I feel like I'm missing something haha.

Jaredius의 댓글

on 2016-06-30T15:47:24-05:00

But, people do survive Rogue opens so....

Deedub의 댓글

on 2016-06-30T16:52:12-05:00

Please nerf rogues. Like Sub.Still so hard to survive a rogue open.

stop asking this i know its seems to suck for you but it sucks for those of us who like to play are rogues in PVE, i know its rare, they have kept nerfing crap that hit us in pve and making it harder to function so how bout this. learn the rogue opener so you know what to counter a rogue cant do that opener every 6 secs if he blows all of his CDs to kill you well that almost true of any class but he is out of CDs for the next 3-5 mins to do that to ONE person, if you want hit up a local pvp rogue on your side and see if they will walk you through those openers and show you when and where to blow a CD to stop it, most of a rogues power comes from making you just want to give up and let us have are dirty way with you or you get so upset at the supposed OP opener you stop thinking clearly. stay calm and wait for the right time to trinket and youll blow up thier whole rotation and grab them by thier neck i promise.

Terrible spelling skills aside, I totally agree. Rogues depend on being able to kill their opponents quickly from stealth - this is a HUGE part of what makes the class what it is and gives it its fantasy and flavor. Part of what makes PVP in this game is knowing how to counter each class's unique strengths and/or exploit their unique weaknesses. And having a PVPer that is a walk you through it is an excellent way to improve.